func void B_SetBigMineGuardVisual (var C_NPC slf, var int color)
{
	var int Fraktion; Fraktion = B_GetGuild(color);
	
	// ------ NSC ------
	if (color == RED) {
		slf.name = npcname_minenwache_pal;
	}
	else if (color == BLUE) {
		slf.name = npcname_minenwache_djg;
	};
	slf.guild = B_CampidToSubGuild(color);
	slf.voice = 6;
	slf.npctype = NPCTYPE_MAIN;
	
	Npc_SetTalentSkill (slf, NPC_TALENT_1H,0);
	Npc_SetTalentSkill (slf, NPC_TALENT_2H,0);

	if (Fraktion == DJG)
	{
		B_SetNpcVisual (slf,MALE,"Hum_Head_Bald",Face_P_NormalBald,BodyTex_P,ITAR_SLD_M);
	}
	else if (Fraktion == PAL)
	{
		B_SetNpcVisual (slf,MALE,"Hum_Head_Bald",Face_P_NormalBald,BodyTex_P,ITAR_MIL_M);
	}
	else if (Fraktion == TMP)
	{
		B_SetNpcVisual (slf,MALE,"Hum_Head_Bald",Face_P_NormalBald,BodyTex_P,ITAR_TMP_L);
	}
	else if (Fraktion == SKE)
	{
		B_SetSkelettVisual (slf,2);
	};
	
	B_SetUnsterblichkeit(slf);
	
	slf.aivar[AIV_Weg]				= 3;
	
	//-------- visuals --------
	// basic animation file - Bei Menschen immer Humans.mds
	Mdl_SetVisual		(slf,	"HumanS.mds");

	// Bewegungtyp: Relaxed
	Mdl_ApplyOverlayMds (slf, "humans_relaxed.mds");

	// limb fatness
	Mdl_SetModelFatness (slf, 1);

	//-------- talents --------
	B_GiveNpcTalents (slf);
	
	//-------- inventory --------
	B_CreateAmbientInv (slf);

	//--------senses-------------
	slf.senses = SENSE_SEE | SENSE_SMELL | SENSE_HEAR;
	slf.senses_range = 2500;

	// ----- attributes --------
	B_SetAttributesToChapter (slf, 2);

	//-------- talents --------
	B_SetFightSkills (slf, 40);

	//------------- ai -------------
	slf.fight_tactic = FAI_HUMAN_NORMAL;

	EquipItem (slf, ItMw_Sword_SK);
};